Scene-Based Audio (Ambisonics)
Definition
An approach to recording and delivering audio that captures the sound field arriving at one listening point from every direction, independent of any speaker layout. Ambisonics is the main scene-based format. The signal is stored in a fixed set of channels, 4 in first order, 16 in third order and 64 in seventh order, and a decoder converts it to the speakers or headphones available at playback.
In Simple Terms
Scene-based audio records or builds the sound that reaches one point from all directions. No channel belongs to a speaker. At playback, a decoder combines all the channels into a signal for each speaker, based on where that speaker is, or into two channels for headphones. More channels give a more precise position.
In Practice
A soundfield microphone such as the Sennheiser Ambeo records a forest in first-order Ambisonics, 4 channels. The same recording is decoded to a ring of 16 speakers in an immersive studio, and to headphones for a YouTube 360 video.
Common Confusion
Ambisonics is not the same as 360 audio. Ambisonics is the technique. 360 audio is one of its uses. YouTube 360 videos use first-order Ambisonics in the AmbiX convention, which is why the two terms are often mixed up.
Dolby Atmos Context
Dolby Atmos is object-based, not scene-based. An Ambisonics recording can be used inside an Atmos session, but it has to be decoded to the bed or to objects first.
Sources & Verification
- Zotter, F. & Frank, M.. Ambisonics: A Practical 3D Audio Theory for Recording, Studio Production, Sound Reinforcement, and Virtual RealitySpringer, 2019
- Gerzon, M. A.. Periphony: With-Height Sound ReproductionJournal of the Audio Engineering Society 21(1), 1973
Last verified: 2026-11-03